Recategorize

Content should be moved to another part of the site.

Player / Monks of the Long Death

Complied by Drachon on the ALFA Forums

Over time (since I’ve gotten into the Forgotten Realms Campaign Settings) I’ve gathered information of interest on various subjects from various sources around the net and I thought I might share with you my notes on these subjects.

Monks of the Long Death
Took this info from www.wizardsofthecoast.com - have always wanted to play one of these guys.
(Note: What’s written here isn’t necessarily (to my knowledge) related to ALFA).
For additional information concerning FRCS, try a search on the FRCS community boards.

Though the organization known as the Monks of the Long Death is strongest in Thay, it does have monasteries in several other parts of Faerun, including the Silver Marches. Some two dozen members of the order dwell in a hidden stronghold built long ago by unknown hands in the Turnstone Hills, not far from where the pass is blocked by a gigantic landslide. From here the monks pursue their one abiding interest: death.

These monks seek for the secrets of life by studying death. It is the condition of being dead that concerns them most, and not what lies beyond: The afterlife holds little interest for them. Their laboratories are full of decaying, dying, and dead animal and plant specimens that they study with detached interest; they frequently purchase rare specimens that they cannot obtain easily themselves from adventurers and merchants. But such studies are only part of the monks' daily life: They seek to understand death as it pertains especially to intelligent living beings.

To this end, they exhume corpses from crypts and graveyards, and then they transport the corpses to their monastery. There they examine the cadavers in their well-stocked laboratory and observe them as they decompose. They also -- and it is for this that they are most reviled and feared -- purchase living slaves and put them to death, slowly, recording their observations and asking the perishing slaves questions about their fatal experience. Slaves are hard to come by in the Silver Marches, however, because Lady Alustriel and her confederations condemn the practice. The order has been obliged to obtain its living specimens by other means, such as abducting them from outlying farmsteads and poorly-defended hamlets in the dead of night. The monks suffer no moral qualms about these deeds: Death is the most natural thing in the world, from their perspective, and to expire in service to its principle is the most profoundly holy experience any living being can hope to enjoy. It is for this reason that the monks themselves do not fear death, and while they may study the dead, they do not seek that state themselves.

Most of the order's members are either scholars who share mutual fascination with and worship of death and dying, or clergy who worship one of the deities concerned with death. Some of the monks consider themselves to be nothing less than visionaries whose work will pave the way for a better future for all Faerun: When death is truly understood, it can be harnessed and used as a tool for the betterment of all, or so they rationalize to themselves. Others who take the Vows of Death could not possibly care less about anything other than increasing their personal measure of understanding about their chosen subject.

The Monks of the Long Death are easily recognized by their pale skin and gaunt features. They eat little, and they spend most of their time inside their monasteries, in crypts and graveyards, and other dark places where there is little natural light. They affect the trappings of death in their garb, wearing long, dark robes and shroudlike hooded cloaks to hide their features. Though fearful of those who do not understand them and who might seek to thwart their studies, they can be civil hosts if approached by learned folk who offer to share knowledge or wisdom. Their narrow vision and single-mindedness makes them dull hosts, however, and the rigid structure of their society seems quite stifling to outsiders.

High Crypt Information
The Abbot of the High Crypt, as their base in the Silver Marches is called, is Seyjayanus (LE male human Mnk8/Ftr4). This enigmatic man embodies the mystique of the warrior-scholar, and, like many cast in that mold, he harbors a plan that he has not yet shared with those he leads. Seyjayanus believes that the mere study and understanding of individual deaths is not enough: He is convinced that the only way to truly serve the core principles of death is to study it on a grand scale.

Encounters with the Monks of the Long Death in the Silver Marches are likely to be with grave robbers, crypt breakers, or slave purchasers who will not take kindly to being discovered. The monks try to avoid moving openly among the general populace for fear of retribution fueled by misunderstanding. They are quite prepared to defend themselves if attacked.

Plots and Rumors
Deity Ties: Kelemvor believes the Long Death to be his enemy, while Velsharoon is attempting to actively sway the monks to his service. Recently, a former monk of the High Crypt left her brethren in favor of worshiping Kelemvor. Before she died at the hands of her fellows, she gave the plans to their temple in the Silver Marches to a couple of adventurers, mercenaries, merchants, and travelers. She did this in the hopes that someone would go in well prepared to face the monks and destroy their numbers in the Silver Marches. Will someone step up to the challenge?

Seyjayanus's Plot: Currently Seyjayanus is formulating a plan that will result in the mass deaths of thousands of citizens in the Silver Marches so that he and his monks can observe the process and its results. It is his desire that the orc hordes of King Obould ravage as much of the area as they possibly can, and to that end he is considering the best way to help the orc lord attack and destroy the cities of the confederation. Encounters may occur if travelers or adventurers happen upon monks who are engaged in discussions with King Obould's forces concerning the best methods of emerging victorious from a war against the Silver Marches.

Player / Uthgardt Barbarians - Red Tiger Tribe

Information complied by Darchon on the ALFA Forums.

Red Tiger Tribe
Like their totem beast (which is also called the snow cat, since its fur changes color in winter), this tribe is wild and solitary. They hunt in small family groups and roam widely, primarily in the Cold Wood. They are wary of all strangers and would sooner avoid contact with things or folk which they do not know. The tribe has few shamans and no shrines other than Beorunna's Well. The men of the Red Tiger tribes are strictly hunters, leaving gathering and trading to the women, elderly and children. The Red Tigers believe that the true test of a hunter is the ability to bring down prey unaided. Often, their only weapons are "tiger claws," short wooden handles embedded with three sharp stone daggers protect between the fingers like claws. The Red Tigers are loyal to King Gundar Brontoskin of the Thunderbeast, who won their respect during a Runemeet Runehunt by bringing back a leucrotta, slain with only a pair of tiger claws.

One of the characteristics outsiders remark upon most often about the Red Tigers is the manner in which its members tend to stick together. Mutual support is a concept known and practiced among most of the Uthgardt tribes, but the Red Tigers seem to carry this behavior to an extreme. Folk of other cultures often hold back and give their comrades the opportunity to cope with their difficulties before stepping in to help. This isn't in the least true of the Red Tigers. Should a Red Tiger befriend a person from outside his tribe, he or she expects that friend to accept help from his or her Red Tiger comrade even when help was not requested. He or she also expects the same treatment in return and doubtless will be offended if the friend does not offer aid immediately. The Red Tigers exhibit this trait even in battle by seeking to aid their fellows and allies when they have downed their own opponents.

Protecting the ancestor mound at Beorunna's Well is a task appointed for the Red Tiger's young members who are about to take their tribal vows. At any given time, three to six young men and women (CG human War1) are guided by a tribal cleric (CN human Clr4 of Uthgar).

Beorunna's Well
This is both an ancestor mound and a small town of about 500 Uthgardt, named after an Uthgardt ancestor, Beorunna, the father of Uthgar. The village is unremarkable, a number of huts and tents for the tribesfolk who work the small fields, raise cattle, and hunt the surrounding woods. It's unremarkable until one learns the unfortified village has never been successfully raided. The Black Lions claim the spirit of Beorunna keeps them from harm. The village namesake is the huge pit containing their cir- cular ancestor mound. The pit is the ruins of a collapsed cavem where Beorunna died while saving the world. It's probable that Beorunna (or Berun in the Northman tongue) was a hero of the pre-Uthgar people who merged with the followers of a renegade from ancient Ruathym. Legend holds that Beorunna destroyed Zukothoth, a fiend in the cavern, colapsing it in on both of them.

Barbarians
Most of the barbarians of the North are of Uthgardt blood. Although most Uthgardt are human, it isn't unheard of for a young barbarian of the tribes to come forth who bears the blood of orcs or elves in him. Half-orc barbarians may also come from one of the various orc tribes of the region. Wood elven and some half-elven barbarians tend to come from the deeps of the High Forest. Most folk scoff at the idea of halfling or gnomish barbarians, but rumors of barbaric dwarves deep within the mountains of the Spine of the World are too numerous and similar to completely discount.

Player / Handy Links

A series of useful links posted on the ALFA Forums by White Warlock. None of the links have been tested so may be dead. Please let someone know if they are.

General FR Info
Downloads from WotC
http://www.wizards.com/default.asp?x=dnd/downloads

Complete FR Timeline
http://www.geocities.com/TimesSquare/Castle/2566/realmstime0.htm

A list of useful 3rd edition D&D and FR info
http://crystalcove.stormsong.org/reference/

Excellent collection of FR resources, hosted by one of ALFA's members
http://sunsetvale.dfxwebs.com/realmslore.htm

Yet another Forgotten Realms web page (that's what it's called)
http://www.geocities.com/TimesSquare/Castle/2566/

Excellent FAQ on the Forgotten Realms (from Candlekeep). Scroll down to the Table of Contents
http://www.candlekeep.com/fr_faq.htm

Other excellent FR resources from Candlekeep
http://www.candlekeep.com/library/library.htm

Another collection of FR information (scroll down)
http://www.livinginafantasy.com/rpgfantasy/index.html

The Forgotten Realms Magic Item Database
http://www.sss.org/~maecenus/frmagic.html

Roleplaying
A collection of Gods, as they should be applied in ALFA
http://themago.brinkster.net/gods.htm

Excellent single source on Races of Faerun
http://myth-drannor.net/DlabraddathNet/z-Dlabraddath/Main.htm

Excellent info on all the various dieties and their followers
http://www.nwncityofarabel.com/aspbite/categories/index.asp?intCatID=50

Nice collection of insightful info on the PC races of Faerun
http://www.nwncityofarabel.com/aspbite/categories/index.asp?intCatID=40

Viola's Dictionary of Planar Cant (not directly applicable to FR, but a nice touch for those planars)
http://www.mimir.net/cant/cant2.html

Nice very name generator, plus an add-on FR-names download
http://www.wormspeaker.com/download/ebon34.zip http://www.wormspeaker.com/download/bkfr.zip

Maps
Some nice maps, with preview, hosted by one of ALFA's members
http://sunsetvale.dfxwebs.com/places01.htm http://sunsetvale.dfxwebs.com/places02.htm

FR Sword Coast Map (sectional)
http://www.livinginafantasy.com/rpgfantasy/frealmsmaps/frswordcoastmap.html

FR Western Map (sectional)
http://www.livinginafantasy.com/rpgfantasy/frealmsmaps/frwestcoastmap.html

FR Maps (click on map to cycle through 4 maps)
http://nwncityofarabel.com/worldmap.htm

Maps of Faerun in CC2 (the second url also includes JPG and PDF versions)
http://crpp0001.uqtr.uquebec.ca/www_wanderer/Towns/Towns.html#Faerun http://www.profantasy.com/fratlas/examples.htm

Free CC2 printer & viewer
http://www.profantasy.com/library/dpv.asp

Online FR Calendar
Interactive calendar for Forgotten Realms holy days
http://www.localendar.com/public/ALFA_calendar

Player / Faiths and Pantheons

It is well known in Faerûn that those who die without a patron deity to send a servant to collect their souls from the Fugue Plane at their death will spend eternity writhing in the Wall of the Faithless or disappear into the hells and infernos of devils and demons. In ALFA, this is represented by the a small (a few percent) chance for a resurrection if your PC is killed. If you have no patron diety in the diety field on character creation, your PC will not be given such a possibility.

Having a patron deity does not preclude a mortal from worshiping other deities as need arises. On the contrary, it would be considered foolish to NOT seek the favor of a diety who's portfolio pertains to your current sitution.

For example, Tymora (Lady Luck) is often thanked when things happen to work out or invoked when a risk is about to be undertaken, regardless of the person's patron. Similarly, a wizard heading into battle is well advised to give obeisance to both Tempus and Mystra.

Major Deities of Faerun

 

Other Deities of Faerun

 

Drow Pantheon

 

Dwarven Pantheon

 

Elven Pantheon

 

Gnome Pantheon

 

Halfling Pantheon

 

Mulhorandi Pantheon

 

Orc Pantheon

 

Player / Standards - Stage 1 "Implementation"

The following Standards are to be implemented across all ALFA Servers.
Deadline for Live servers for full implementation is set at Jan 31.

I suggest we use a buddy system to spot check the modules, have neighbouring servers DMs check your mod, and you help them by going over theirs. When your server is adjusted, upload the new module to the FTP, the Standards team will help with spot checks and assist with compliance issues.

If a server is not complaint by Jan 31, it will be taken off-line until it is. Consistency is being enforced across the servers for good reason, so it is imperative we all get on board with this.


Merchant Buyback Rate
- Currently this is set at 25% +-5%
- With an Appraise check, this results in a high of 35% and a low of 15%.
- All merchants are being lowered by 5, making the highest Buyback rate 30% and the lowest 10%, with an average of 20%.


Item Properties
All items with the following properties are to be removed from game asap.
- Permanent Haste
- Regeneration
- Damage Immunity
- Improved Evasion
- Immunity by Spell Level
- Immunity by Spell School
- Immunity Mind Spells
- Immunity Sneak Attacks
- Immunity Critical Hits
- Vorpal
- Permanent True Sight
- Sneak Attack (1d6 through 5d6)
- Damage reduction
Existing items in-game must be remade to meet the requirements stipulated above if they are on this list.


Static Merchant Town GP Limit
Adjust your merchants according to the wealth guidelines:

Population | GP Limit
1. 20-80 | 40
2. 81-400 | 100
3. 401-900 | 200
4. 901-2000 | 800
5. 2001-5000 | 3000
6. 5001-12000 | 5000
7. 12001-25000 | 10000
8. 25001 or more | 10000

(note that this guide covers potions and scrolls as well)

Maximum Item Properties for Static Merchants
(the numbers relate directly to the Town GP Limit table above)

1. Mundane
2. +1 skill
3. +1 skill
4. Masterwork, +2 skill
5. Masterwork, +5 skill, +1 ability, +1 enhancement (weapon/armour)
6. Masterwork, +5 skill, +2 ability, +1 enhancement (weapon), +2 enhancement (armour)
7. Masterwork, +5 skill, +2 ability, +2 enhancement (weapon), +2 enhancement (armour)
8. Masterwork, +5 skill, +2 ability, +2 enhancement (weapon), +2 enhancement (armour)


DM Merchant Town GP Limit
While you are limited to what can be sold on static merchants, the following is a guide for what can be sold via DM'd Merchants. A Dm Merchant is constrained by the Town GP Limit of the table below. The Exceptions listed on the HDM thread are allowed to access the appropriate category if their population does not meet the FR canon description of the town.

Population | GP Limit
1. 20-80 | 40
2. 81-400 | 100
3. 401-900 | 200
4. 901-2000 | 800
5. 2001-5000 | 3000
6. 5001-12000 | 15000
7. 12001-25000 | 40000
8. 25001 or more | 100000

Statics
Gold and XP
Average Static : Quest CR x 25*
Difficult Static : Quest CR x 50*
*This figure should include the value of item rewards (eg Half Plate), where practical

Syndicate content